Combat Rebalance


New stats, new formulas, new meta

Battles have been fully reworked in Call of Gjallahorn — including player and monster stat formulas. Every attribute now has a clear and impactful role in combat, crafting, and progression.

What each stat does now

Sub stats

Flat stat cost

Investing in your build is now straightforward: every stat point costs exactly 1 point, regardless of the current value. No more exponential costs.

Unified Damage Model

All skills in the game — even those that may look “magical” — are treated as physical damage.
This means they are mitigated by Defense and can miss depending on your HIT versus the target’s FLEE.

Some skills still scale with specific stats (STR, DEX, INT, etc.). When this is the case, the scaling stat is explicitly mentioned in the skill description.

Skill System Rationalization

Skill Tiers (Icon Orbs)

Skills are assigned a tier based on your current class progression. This tier is visually represented on the skill icon by small orbs, ranging from 0 to 3.

Higher tiers indicate more impactful skills, with stronger scaling and greater influence in combat.

How Damage Is Calculated

Damage is built on top of the standard ATK-based formula. ATK remains the core source of power, coming from:

Skill damage does not rely on hardcoded percentages per skill. Instead, a shared damage ratio is applied based on:

In simplified terms:

Final Damage ≈ ATK × Skill Ratio

Skill Tier Scaling

Each tier applies a multiplier to the skill’s damage ratio:

TierDescriptionMultiplier
Tier 1Basic / Utility× 1.00
Tier 2Advanced× 1.35
Tier 3High-impact× 1.70

A Tier 3 skill scales up to 70% stronger than a Tier 1 skill at the same level and type.

Color Coding

Skill icon colors communicate their role at a glance.

Red = Damage Green = Healing Blue = Buff White = Passive

Skill Types & Damage Ratios

Damage efficiency is defined by the skill’s type and scales with tier and level.

Skill TypeBase Ratio per Level
MeleeHigh
Melee AoEMedium
RangedMedium–High
Ranged AoELow
Support / DebuffLow
Support / Debuff AoEVery Low

Note: Skills that consume crafting materials (bombs, traps, reagents, etc.) have an increased damage ratio to compensate for their additional resource cost.

Scaled Damage Values

Damage numbers are intentionally lower than on traditional servers.
Dealing 500 damage is already considered a strong hit on monsters.

A powerful MVP typically has around 10,000 HP, combined with high defense — resulting in significantly reduced incoming damage.

This global downscaling creates a cleaner and more readable combat experience, with realistic numbers where each hit feels impactful without screen clutter.

Customized Element Table

Damage multipliers when attacking a target of another element.

Atk ▼ / Def ▶ Neutral Water Earth Fire Wind Poison Holy Dark Ghost Undead
Neutral 100 100 100 100 100 100 90 90 90 90
Water 100 75 100 125 100 125 100 115 100 85
Earth 100 100 75 100 125 125 115 100 85 100
Fire 100 100 125 75 100 125 85 100 100 115
Wind 100 125 100 100 75 125 100 85 115 100
Poison 100 125 125 125 125 75 75 75 75 75
Holy 100 100 100 100 100 75 75 125 100 125
Dark 115 100 100 100 100 75 125 75 125 75
Ghost 90 100 100 100 100 75 110 110 110 110
Undead 110 110 110 110 110 75 125 75 75 75